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Riku Drazan - AI-generated fantasy Character

Riku Drazan

Human · Warlock (Archfey) · Level 6 · Criminal

Riku Drazan

Riku is quick-witted, irreverent, and socially agile.
AC14
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 51 · 30 ft.
AlignmentChaotic GoodGenderMaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Pact weapons via Pact of the Blade

Tools

Thieves' tools,
Gaming set

Languages

Common,
Sylvan,
Thieves' Cant

Features

18 features

Action

  • Extra Attack

    When When Riku takes the Attack action

    Riku makes two attacks with his pact weapon, or uses another action permitted by the weapon and features available to him.

Bonus action

  • Fey Step

    When As a bonus action

    Riku teleports up to 30 feet, or teleports a willing nearby creature, as part of his Archfey magic.

  • Archfey MagicLevel 3

    Riku can use a bonus action to teleport up to 30 feet to an unoccupied space he can see, or teleport a willing creature within 5 feet of him. He can use this feature a number of times equal to his proficiency bonus, regaining all uses on a long rest. He also knows Misty Step and can cast it without expending a spell slot a number of times equal to his proficiency bonus per long rest.

Reaction

  • Fey Escape

    When When Riku takes damage

    Riku teleports up to 60 feet when damaged and reduces the triggering damage by 1d10 plus 3.

  • Steps of the FeyLevel 6

    Riku can use a reaction when he takes damage to teleport up to 60 feet to an unoccupied space he can see, reducing the damage by 1d10 plus his Charisma modifier. He can use this feature a number of times equal to his proficiency bonus per long rest.

Always on

  • Eldritch BlastLevel 1

    When When Riku uses his action to cast the cantrip

    Riku fires a beam of crackling violet force at a creature within 120 feet. On a hit, the beam deals 1d10 force damage and can push the target 10 feet away if he chooses. He fires two beams when he casts the spell at his current level.

  • SpellcastingLevel 1

    Riku uses Charisma for his Warlock spellcasting. He can use an arcane focus as a spellcasting focus and has access to Pact Magic.

  • Otherworldly PatronLevel 1

    Riku has a supernatural connection to an Archfey patron, gaining the Archfey patron features listed below.

  • Pact MagicLevel 1

    Riku has two Pact Magic spell slots, both of 3rd level. He regains all expended Pact Magic slots when he finishes a short or long rest.

  • Eldritch InvocationsLevel 1

    Riku has learned four Eldritch Invocations: Agonizing Blast, Devil's Sight, Eldritch Mind, and Pact of the Blade.

  • Fey PresenceLevel 3

    Riku can draw on the unsettling glamour of the Archfey. As a Magic action, he can force creatures of his choice within a 10-foot emanation to make a Wisdom saving throw against his spell save DC. On a failure, a creature is either frightened or charmed by him, his choice, until the end of his next turn. He can use this feature a number of times equal to his proficiency bonus per long rest.

  • Pact of the BladeLevel 5

    Riku gains the Pact of the Blade Eldritch Invocation. He can summon a pact weapon, bond with a magic weapon, use Charisma for its attack and damage rolls, and make its damage type psychic, necrotic, or radiant when he hits.

  • Mystic ArcanumLevel 6

    Riku has chosen one 4th-level spell as a Mystic Arcanum. He can cast it once without expending a Pact Magic spell slot and regains the ability to do so after a long rest.

  • ResourcefulHumanAfter finishing a Long Rest, Riku gains Heroic Inspiration.
  • SkillfulHumanRiku gains proficiency in one skill, Persuasion.
  • VersatileHumanRiku gains an Origin feat, Alert.
  • Extra LanguageHumanRiku knows Sylvan in addition to Common, reflecting his Archfey pact.
  • Criminal ContactCriminal

    Riku has a reliable criminal contact who can pass messages, arrange introductions, provide discreet information, or help move small illicit goods through an established underworld network, provided the request does not obviously endanger the contact.

Spells

12 spells

Spellcasting. Riku Drazan casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level: ,

2nd level: ,

3rd level (2 slots): , ,

4th level:

5th level:

Gear

9 items

Weapons

  • Pact saber
    A pact weapon normally appearing as a slender dark-steel saber. It can be dismissed or summoned by the Pact of the Blade feature.

Armor

  • Leather armor
    Light armor made from dark, supple leather, fitted with concealed inner pockets.

Tools

  • Crowbar
    A hooked iron bar useful for forcing doors, shifting crates, or intimidating people who understand its purpose.
  • Thieves' tools
    A set of thieves' tools, including picks, tension wrenches, files, and small probes.

Gear

  • Arcane focus
    A compact arcane focus containing the worn green glass moth charm.
  • Scholar's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Gaming set
    A set of weighted bone dice used for gambling and coded signals.
  • Traveler's clothes
    Plain dark traveling clothes with hidden stitching for concealing small objects.

Purse

  • 15×
    Gold pieces
    Loose coin kept in a flat purse sewn into the inner lining of his coat.

Appearance

Riku Drazan is a lean, athletic human man with warm brown skin, tightly cropped black hair, and a narrow beard kept carefully edged along his jaw. His clothing is practical but unusually well maintained, consisting of dark leather armor beneath a plum-colored coat with brass fasteners. A black silk cord is always wrapped three times around his left wrist, holding a small green glass charm shaped like a moth. The charm is worn pale on one side from the way his thumb constantly rubs it. His pact weapon usually appears as a slender, dark-steel saber with a faint violet sheen along the edge. His smile is quick, crooked, and generally arrives a moment before trouble does.

Mannerisms

Riku checks the nearest exit whenever he enters a room, taps the moth charm three times before casting a serious spell, and rolls unfamiliar coins across his knuckles while listening. When lying, he becomes excessively polite and uses a person's full name.

Personality

Riku is quick-witted, irreverent, and socially agile. He treats danger like a negotiation that has not yet reached its interesting part. Beneath the jokes, he is observant and unusually compassionate toward people who have been cornered by stronger forces. He prefers clever solutions, clean exits, and helping people without making them feel like charity cases.

Ideals

Freedom. No one should own another person's choices, body, name, or future. If a door is locked to keep someone powerless, it deserves to be opened.

Bonds

He is bound to the Lady of the Unlatched Door by an agreement he intends to honor, even while searching for a way to ensure the pact never turns him into her property. He also protects the former members of his burglary crew, especially those still trapped in the city's criminal underworld.

Flaws

He cannot resist testing a lock, a secret, or a powerful person's patience. Riku often mistakes his ability to escape consequences for proof that consequences do not exist. He also keeps dangerous promises long after wiser people would admit they were mistakes.

Quirks

He names every lock he successfully opens, usually after someone he dislikes.
He leaves a small green thread tied around the handle of doors he has opened for others.
He refuses to sit with his back to a window, even underground.
He collects keys that no longer fit any known lock.

Background

Riku Drazan grew up in the crowded back lanes of a river city, where the difference between a clever errand and a criminal job was usually whether the client had paid in advance. He began as a courier, then became a lock-picker, infiltrator, and occasional fence for a small burglary crew. Riku was never interested in cruelty or grand fortunes. He stole food, medicine, ledgers, and once, disastrously, a sealed green reliquary from a noble collection. Inside was a moth-shaped glass charm that whispered in a language no human throat should have known. The charm belonged to an Archfey who called herself the Lady of the Unlatched Door. She offered Riku a bargain, freedom from the noble house hunting him, in exchange for a promise to open doors that had been closed through fear, tyranny, or greed. Riku accepted, expecting a single escape. Instead, the pact taught him that every lock has a story and every wall has someone trapped behind it. He now travels as a blade-wielding warlock, taking jobs that look like theft from the outside but usually end with prisoners freed, secrets exposed, or powerful people discovering that their private rooms are not as private as they believed.

“He began as a courier, then became a lock-picker, infiltrator, and occasional fence for a small burglary crew.”
From their backstory
Background
Criminal

Connections

Species

Human

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